DM’s Background The Summoning of Orcus Kalarel, a powerful necromancer, has discovered an ancient fey ruin, and, by Can you stop an evil necromancer before he opens a path for Orcus to sacrificing enough victims, has subverted the magical power of the portal to invade the kingdom of Nerath? the Feywild, re-directing it to open into the Shadowfell. Kalarel’s actions have caught Orcus’ attention, but the power of the Raven Queen is stopping him from using Kalarel’s portal. Orcus believes that, through more blood and The presence of Orcus is growing in the Shadowfell, and sacrifice, he may be able to understand the secret’s of the Raven Queen’s throughout the Nerath empire, death priests are being uncovered, prison like hold on him. and luckily stopped before they can break the barrier sealing Orcus in his temple in the Shadowrift and release the demon lord Pervasive Dungeon Threat - Crimson Mold into the world. These fungi-like spores litter the floor of the dungeon. For the most part, just walking through them disturbs them and a small waft of crimson fog The adventurers have met again for the first time in months, the drifts upwards and gathers around knee height. However, running through reward for stopping such a cult greater than the personal quests them, or failing into them (including a dead body), release a thick cloud of they have been undertaking. The rumors, confirmed by Xalon, are fog that rises to head level and hangs in place, causing a block in vision that a nearby ruin used to contain a rift to the Feywild, and that (-1 [cumulative] to attacks if in line of sight), and doing d4 necrotic damage. the temple fell into the darkness when it was inhabited by a blood-thirsty ghoul. Map

Despite heading to the ruins in daylight, and being able to find tracks of people coming and going from them, you are unable to find any openings into the dungeons below. However, as night falls, and the first rays of the moon cross the land, the scent of death rises from what must have been magically sealed stairwells.

You have a choice of 2 entry points - A western and a southern stairwell. The musty smell of blood and decay is stronger from the southern stairs, whereas the ruins seems more robust nearer the western entrance, including 2 large statues with gems embedded in their surface, which seems to absorb the moonlight.

1 1. A Close Cut The coffin contains a vampire spawn. Unless the coffin is disturbed, or the light interfered with (moving a mirror, damaging the gem), then they will The stairs descend into a surprisingly lit corridor, while the alcoves ahead are not stir. If awakened, both awake, and will converge on the characters. dark, the junctions ahead of them are light brightly. Vampire Spawn - Level 5 Minion Trap: Buzzsaw Blades 2x - XP 60 each Stepping into any of the four squares between the alcoves, causes the trap Description: This human’s skin has a deathlike pallor, her eyes glow crimson, to activate, but not attack. An additional person stepping onto the squares and her face is feral. Her canines are long and sharp, and her fingernails are causes them to attack (i.e. if 2 people are on them). When it attacks, clawlike. spinning blades emerge from the alcove walls, and slide towards the centre Initiative +6 Claws (standard, at-will) • of the corridor. HP 1; a missed attack never damages a Necrotic Perception: Initiative: +9 minion. +11 vs. AC; 5 necrotic damage DC 23 - Character notices raised floor tiles Attack: +9 vs AC, two AC 20, Fortitude 17, Reflex 18, Will 17 (6 necrotic damage against a DC 25 - Character notices gaps in alcove walls attacks Immune disease, poison; Resist 5 necrotic bloodied target). DC 27 - Character finds control panel underneath Damage: 2d8+2 per blade Speed 7, climb 4 (spider climb) crimson mold Countermeasures: XP: -Athletics check, DC 11 can jump out of the way 100 survival, 200 disable -Disable control panel, DC 25 thievery, need 2 successes, failure activates the trap 2. Bright Crossroads

The crossroads are lit by bright lights from the rooms of to the sides. Crimson mold is gathered against the walls, but doesn't seems to gather on the rune of fey origin. 3. & 4. Spawning Chambers

This room is pentagonal, light from above by a large gem, that seems to emit moonlight into the room. The moonlight is reflected, time and again, by mirrors focused on a coffin in the centre of the room.

2 5. A Cults Victims... Arcanist’s Glasses - Level 3 These spectacles increase your sensitivity to the subtle patterns of magic This oddly walled room contains little more than a big pile of bones., To your Item Slot: Head - 680 gp left is a rotten door, leading into what appears to have been a supply room. Property: Gain a +3 item bonus to Arcana checks to detect magic.

The bones are, quite obviously, skeletons. They activate if the characters Feyleaf Vambraces- Level 4 flee from the vampire spawn into this room, if the treasure is disturbed A bright blue glow erupts from these tough bark guards, and the world shifts around you. (area 6) or if a character puts anything into the blood pool (area 9.) Item Slot: arm - 840 gp Encounter Survival XP 50 Power (Daily • Teleportation): Free Action. Use this power when you attack an adjacent target, but before you roll. Teleport to the nearest square from

Decrepit Skeletons - Level 1 Minion which you and an ally flank the target. 8x - XP 25 each Description: Magic links the bones of the dead together. Their forms rattle and creak, but they move with a deadly purpose. Initiative +3 Bone club (standard; at-will) • HP 1; a missed attack never damages a Weapon minion. +6 vs. AC; 4 damage. AC 16, Fortitude 13, Reflex 14, Will 13 Throwing bone (standard; at-will) • Immune disease, poison Weapon Speed 6 Ranged 15/30; +6 vs. AC; 4 damage.

6. Treasure Trove

Piled high around the pillar in the centre of this room is a large amount of gold and silver, probably the wealth of an ancient elven family..

The piles contain close to 300 gold pieces and 500 silver pieces, along with some small gems, worth about 150 gold. If the characters look through the boxes, they find some artwork and sculptures, each worth around 100 gold. Finally, those searching the open cupboard in the supply room find:

3 7. A Game of Dice

A set of human dice are sat upon the table top, along with the remains of a meal. It looks as if the people who were eating and playing rushed off somewhere. 8. Dark Stairwell

To the south of this room is a narrow doorway, and beyond it, a dark stair well, that seems to descend quickly. 9. Large Blood Pool

This raised pool take up the whole of the corner of the room, its contents a thick, almost congealed pool of blood. 10. Prison

Offset from the main chamber is a slanted wall that opens into small prison like room. Chained to one wall is a pale skinned humanoid, while standing over him is a fat torturer, about to whip him to death .

The prisoner is a shadar-kai avenger, who will join the party as an NPC.

Torturer - Level 6 Brute XP 250, Killing Blow XP 50 Initiative +6 Punch (standard; at-will) ? Weapon HP 80; Bloodied 40 +8 vs. AC; 1d4 + 4 damage. AC 18, Fortitude 19, Whip (standard; at-will) ? Weapon Reflex 14, Will 18 Reach 2; +11 vs. AC; 2d4 + 3 dmg Speed 6 Sidestep Attack (recharge 5,6) The torturer shifts and mak es a melee basic attack Pleasure In His Work (immediate reaction) When the Torturer bloodies a character, he immediately regains 10 HP 4 11. Necromancers Study 12. Bloody Coffins

The dark stairs descend and then, after a short corridor, rises just as quickly. Around the corner, what the corridor open into curdles your heart. Two An open doorway, guarded by a glowing red rune, opens into what appears coffins lie in this chamber, and from one, a steady stream of blood laps out to some form of study and sleeping chamber, with a raised dias. The corridor of the cracks around the lid, gathering on the floor and running quickly away turns a corner into darkness. along the cracks of the floor tiles.

The portal in the corner of the room can be used to teleport to area 28. Encounter Survival XP 150

Necromancer - Level 7 Controller Trap: Pooling Blood XP 350, Killing Blow XP 50 Stepping into a square containing blood, or opening the bloody coffin causes Initiative +4 Necrotic Claws (standard; at-will) • the blood to start pooling around that characters feet. It immediately HP 80; Bloodied 40 Weapon, Reach 2 activates the second trap, and if the character cannot move away without AC 21, Fortitude 20, Reflex 19, Will 19 +8 vs. AC, 2d4+2 necrotic damage making a Will save. After 2 failed checks, the blood forms into a Blood Speed 5 Ray of Black Fire (standard; at-will) Elemental. • Fire, Ranged 10 Perception: Initiative: n/a +8 vs. Reflex, 2d4+2 fire damage DC 25 – The blood pulses unnaturally Attack: n/a and seems to flow towards warmth. Damage: n/a Treasure Countermeasures: XP: 10 avoidance There are 3 potions of healing, 1 potion of life and: n/a

Deathstalker Shortsword +2 - Level 4 Trap: Ghostly Victim This weapon leaves a wound that is black and withered, which continues to If the pooling blood trap is activated, the characters hear a scratching sound plague an enemy long after the attack was made. coming from the other coffin, within seconds, a ghostly hand emerges from Damage: 1d6, Critical: +2d8 the top of the coffin, followed by an arm and eventually the body of a young Power (Daily • Necrotic): Free Action. Use this power when you hit with the girl. She turns her ghostly head towards the characters and silently screams. weapon. The target takes ongoing 5 necrotic damage (save ends). Saves Perception: Initiative: +6 made to end this effect take a –2 penalty. n/a Attack: +6 vs Will Damage: 2d4+2 necrotic damage Bloodthirsty Shortsword +2- Level 4 Countermeasures: XP: 200 kill This weapon drinks the blood of its victims. -Anyone doing 15 or more damage in a Damage: 1d6, Critical: +2d8 single attack (all stats are 12) dispels Property: Gain a +1 item bonus to attack and damage rolls against bloodied her targets

5 Blood Elemental - Level 5 Brute Treasure: XP 350, Killing Blow XP 75 The chest contains jewellery and coins to a value of 450 gp. It also contains... Initiative +4 Congealed Arm (standard; at-will) • Brooch of No Regrets - Level 2 HP 65; Bloodied 32 Weapon, Reach 2 This ornate golden shield pin bolsters your allies even in dire circumstances. AC 14, Fortitude 18, Reflex 19, Will 16 +6 vs. Fort, 1d8+1 necrotic damage Neck Item - 680 gp Immune disease, poison; Resist 10 Blood Bowl (standard; at-will) • Enhancement: +1 Will necrotic Ranged Power (Encounter): Free Action. Use this power when an ally within 10 Speed 2 +4 vs. Reflex, 2d4+2 force damage squares of you fails a saving throw. That ally rerolls that saving throw with a +1 power bonus and must use the second result, even if it’s lower. 13. Fey Rune

The tiny door to this room is rotting away, the crimson mold gathering at its base, and sticking wetly to its surface. The chamber beyond is dark and empty, save for the odd bone of vermin that must have got trapped inside. A fey rune adorns the floor.

Secret: A fey character (/eladrin), that traces the complete rune from the crossroads, can see a small alcove inset into the base of the wall, where the rest of the rune should be. Inside the alcove is a magic item. XP 100

Treasure: Catstep Boots - Level 3 These enchanted boots reduce falling damage and enhance your acrobatics and athletics skills. Item Slot: Feet - 680 gp Property: When you fall or jump down, you take only half normal falling damage and always land on your feet. Power (Daily): Free Action. Gain a +5 power bonus to your next Acrobatics check or Athletics check.

14. Curved Passageway

The passageway curves around a room that is obviously circular. 6 15. Black Portal Encounter Survival XP 500

A giant ring sits upon the raised level of the temple, its surface covered in fey Kalarel, Scion of Orcus - Level 8 Elite Controller runes. It’s obvious that this was once a portal to the Feywild, but the black XP 700, Killing Blow XP 100 cloudy surface that now fills the portal suggests that it has been subverted to Description: Clad in scale armour, Kalarel makes a formidable figure. Despite evil, and now serves as a portal to the Shadowfell. Something strains against his pale flesh and gaunt cheeks, he moves with strength and vitality. His the darkness within, as if it were a thin film keeping back a vicious clawed eyes are glazed with a fanaticism. beast. Standing before the portal is a human clad in heavy armour and Initiative +5 Rod of Ruin (standard; at will) • carrying a skull-capped rod stands behind the altar. His eyes are closed, and HP 180; Bloodied 90 Weapon a book rests open before him. He chants a low, droning prayer. AC 22, Fortitude 21, Reflex 19, Will 24 +14 vs. AC; 2d6+5 damage plus Saving Throws +2 ongoing 5 necrotic (save ends). Infuriated at the interruption, Kalarel immediately unleashes ranged attacks Speed 5 Touch of Ruin (standard; encounter; until the characters draw close, at which point he activates the amulet he Action Points 2 recharge 5,6) • Necrotic wears and immediately teleports in 4 skeleton warriors to protect him. The Kalarel must have combat advantage; skeleton warriors try to surround Kalarel, attempting to engage characters +12 vs. Fortitude; target gains only in melee. If Kalarel moves, they move to stay near him. Fallen skeletons half value of healing until the end of automatically begin to get pulled towards the rift, at a rate of 1 square a the encounter. round. Decaying Ray (standard; at will) • Necrotic The Thing in the Portal attacks any character that draws near. The Thing Ranged 10; +12 vs. Fortitude; 1d6+5 uses grasping claws to slide foes and keep them from engaging Kalarel. If an necrotic damage, and the target is adventurer falls to 0 hp or less within the Thing’s reach, it attempts to drag weakened (save ends). the body into the rift. The Thing continues attacking a fallen PC using Call of the Grave (minor; recharge 4 5 grasping claws, sliding the fallen PC 1 square closer to the rift with each hit. 6) • Necrotic Once 3 or more creatures (dead or alive) have entered the rift, there is a Ranged 5 (affects creatures with blinding light, and an Avatar of Orcus steps through, replacing the Thing in ongoing necrotic damage only); +12 the Portal. vs. Fortitude; the target is immobilized until the end of Kalarel’s If the PCs slay Kalarel while he is near the rift, the characters witness what next turn. happens to those who fail Orcus. The Thing in the Portal uses wrath of Orcus Unlife to Life (standard; encounter; to drag Kalarel through the rift to an uncertain fate. This immediately results recharge 5,6) • Healing in the arrival of the Avatar of Orcus. This development also allows you to use Close burst 5; undead allies heal 8 hp Kalarel, perhaps in undead form, as a future villain. and can shift 3 as an immediate action.

7 The Thing in the Portal - Level 4 Hazard Treasure: Initiative +3 Amulet of Skeletal Summoning - Level 6 Claw (standard; at will) Threatening Reach (standard; You can feel the presence of nearby undead when wearing this cold iron +8 vs. AC; 1d10+3 damage encounter; recharge 5,6) talisman. (see also feed the faithful below). This creature can make a Claw Neck Item - 2600 gp attacks against all oppon ents within Enhancement: +1 Perception Death’s Claws (standard; at will) reach 2. Property: Gain a +1 item bonus to monster knowledge checks relating to Reach 3; +8 vs. AC; 1d10+3 necrotic Undead creatures. damage, and the Thing slides/pulls the Feed the Faithful Power (Daily): You can summon 1d3 Decrepit Skeletons to attack a target or target 1 square. (see also feed the Each time the Thing hits a creature, protect you. They collapse at the end of the encounter. faithful below). Kalarel heals 5 hp. Rod of Ruin +2 - Level 9 Wrath of Orcus (immediate With this gloom-shrouded rod in hand, the shadows that coalesce around reaction) you seem deeper to those you’ve cursed. When Kalarel is reduced to 0 hp or Implement (Rod) - 4200 gp fewer, Kalarel is grabbed and slides Enhancement: +2 attack rolls and damage rolls 3 squares towards the portal. Critical: +2d6 damage Property: Whenever you place a Warlock’s Curse on a target, you gain Avatar of Orcus - Level 10 Soldier concealment from the target until the end of your next turn. XP 500, Killing Blow XP 100 Power (Daily): Immediate Reaction. Trigger: An enemy hits you. Effect: You Initiative +7 Hammer (standard; at-will) ? slide the triggering enemy 3 squares to a space that must be adjacent to one HP 100; Bloodied 50; see also ferocity Weapon of your allies. AC 26, Fortitude 27, Reflex 21, Will 23 +16 vs. AC; 1d10 + 6 damage, and Speed 4 the target is marked until the end of 16. Orcus Temple the avatar's next turn. Goring Charge (standard; at-will) Once a great fey temple to Sehanine, Kalarel has ruined it in his quest to The avatar makes a charge attack: summon Orcus. A grand tiled floor now has a slick coating of blood upon it +17 vs. AC; 1d6 + 6 damage, and the from the sacrifices that have been committed in order to get Orcus' target is knocked prone. attention. Cultist's writhe about in pleasure as they cut each other with Ferocity (when reduced to 0 hit ornamental blades. points) The avatar makes a melee basic Encounter Survival XP 100 attack against all target in close burst 1.

8 Human Archers - Level 2 Skirmisher Treasure: 2x - XP 125 each, Killing Blow XP 25 The first drawer contains 3 potions of healing. Initiative +6 Shortbow (standard; at-will) ? The second drawer contains... HP 25; Bloodied 13 Weapon Augmenting Whetstone - Level 4 AC 16, Fortitude 12, Reflex 18, Will 12 +5 vs. Reflex; 1d8 + 1 damage, and This rough sharpening stone temporarily grants your weapon a magical Speed 5 the human bandit shifts 1 square. enhancement. Implement (Whetstones) - 75 gp Power (Consumable): Minor Action. Touch this whetstone to a melee or Blood Cultists - Level 3 Minions ranged weapon you hold. The weapon gains a +1 enhancement bonus on 5x - XP 75 each attack rolls and damage rolls until the end of the encounter. This has no Initiative +8 Sword (standard; at-will) ? Weapon effect on the extra damage dice or other special effect applied when the HP 1; a missed attack never damages a +7 vs. AC; 8 damage weapon scores a critical hit. minion. AC 15, Fortitude 19, Reflex 17, Will 19 Speed 7

Chain Cultist - Level 3 Brute XP 150 each, Killing Blow XP 30 Initiative +4 Chain (standard; at-will) ? Weapon HP 45; Bloodied 23 Reach 2; +6 vs. AC; 1d8 + 1 damage, AC 14, Fortitude 14, Reflex 18, Will 14 and the target is dazed. Speed 4 17. Torture Tools

A spotlessly clean table and work surface dominate this room, and the utensils on them would normally suggest that this room is used for torture, but it's just too clean.

Secret: A DC 25 perception check allows you to see a set of drawers hidden in the table. XP 50

9 18. Supplies 20. Marble Crypt

Stacked high into the corner of this turn, and partly blocking your way, are Dirt and grime cover the floor of this ornately tiled crypt, its contents crates, all marked with 'Pack Rations' or 'Iron Rations' obviously moved around by the cultists.

19. Blood Throne Encounter Survival XP 100

Sat upon this ornate throne is a near naked human, drinking from a cup he Trap: Deathgrasp Sarcophagus re-fills from the blood pools at either side of the throne. Upon seeing you, he This sarcophagus crafted from dark metal is covered in gruesome smiles with delight, and bellows 'Ah, fresh blood for the favoured of Orcus!'. iconography. A leering skull with ram horns stares forth from it. Perception: Attack: Claws of the Hungry Dead Touching the pool causes a swarm of Bloodhunter Spiders to be released No check is necessary to notice the Standard Action, Melee 4, from both pools. sarcophagus. Target: One living creature Additional Skill - Arcana or Religion Attack: +13 vs. Reflex Encounter Survival XP 100 Trigger: When a creature moves within Hit: The target is grabbed and 2 squares of the deathgrasp pulled 3 squares. If the target is Bloodhunter Spider Swarm - Level 3 Soldier sarcophagus, the sarcophagus rolls adjacent to the sarcophagus, it is 2x - XP 100, Killing Blow XP 25 initiative. entombed inside the sarcophagus. Initiative +6 Swarm of Fangs (standard; at-will) The sarcophagus can have one HP 40; Bloodied 20 +8 vs. Reflex; 2d4 + 2 damage creature entombed at a time. AC 19, Fortitude 14, Reflex 19, Will 13 Countermeasures Attack: Feed the Dead Resist ½ dmg from melee and ranged -A character can make a DC 20 Thievery Standard Action, Special, attacks; Vulnerable 5 against area attacks check to release an entombed creature. Target: One entombed creature Speed 4, climb 4 (spider climb) The released creature falls prone in an Attack: +13 vs. Fortitude adjacent square. Hit: 3d8 + 5 necrotic damage, and Blood Cult Berserker - Level 4 Brute -A character can attack the sarcophagus the target cannot spend healing XP 200, Killing Blow XP 40 (AC 5, HP 60). Dealing 20+ damage with surges (save ends). Initiative +3 Greataxe (standard; at-will) • one blow causes it to release any HP 66; Bloodied 33; Weapon entombed creature see also battle fury below +7 vs. AC; 2d6+4 damage -A character can make a DC 15 Strength AC 14, Fortitude 15, Reflex 14, Will 14 Battle Fury (immediate reaction, check to release an entombed creature. Speed 7 when first bloodied) XP: 100 survival, 100 destruction, Makes a melee basic attack with a +4 100 release bonus to hit and deals +1d6 dmg.

10 Boneshard Skeleton - Level 5 Brute from crossing, and take 2d8+2 damage. Any other character takes 1d4+1 XP 200, Killing Blow XP 50 damage if they attempt to cross. Initiative +5 Boneshard (standard; at-will) ? XP 25 (if bloodied/orcus worshipper) HP 70; Blood ied 35; see also Necrotic boneshard burst +9 vs. AC; 1d4 + 3 damage, and Treasure: AC 17, Fortitude 16, Reflex 16, Will 15 ongoing 5 necrotic damage (save The chest contains... Immune disease, poison; Resist 10 ends). Life Shroud - Level 4 necrotic; Vulnerable 5 radiant Boneshard Burst (when first bloodied This clean linen wrap protects a corpse from the ravages of time and the Speed 6 and again when reduced to 0 hit blasphemies of necromancers. points) ? Necrotic Implement (Consumable) - 40 GP Close burst 3; +8 vs. Reflex; 2d6 + 3 Property: A corpse wrapped in this shroud does not decay, can’t be touched necrotic damage. by an undead creature, and can’t become undead. Once wrapped about a body, a shroud turns to dust after 1 week. Crawling Claw - Level 2 Minion XP 50 Friend's Gift - Level 4 Initiative +7 Jumping Claw (standard; at-will) Your companion wears this crimson badge on its chest as a sign of HP 1; a missed attack never damages +5 vs. Reflex; 5 damage. friendship. a minion. Digit Slide (move; encounter) Companion Item - 800 GP AC 15, Fortitude 12, Reflex 14, Will 12 The crawling claw shifts up to 8 Property: Your companion regains an extra 5 hit points when it spends a Immune disease, poison; Resist 5 squares. healing surge or when you spend a healing surge to allow it to regain hit necrotic Pick Pocket (move; recharge 5,6) points. Speed 8 The crawling claw removes 1 item or weapon from an adjacent target. Nail of Sealing - Level 4 This thick iron nail is adorned with warding symbols and can hold shut any 21. Blood Rune portal or container. Implement (Consumable) - 80 GP A semi circular ring of sigils is painted on the floor in front of an otherwise Power (Consumable): Standard Action. When you push this nail into a door, plain open doorway. In the room beyond, a small crate sits upon a plinth. chest, or other closeable object, it magically sinks into the material of that object and seals it shut. Treat this as if you had used an Arcane Lock ritual Secret: with an Arcana check result of 25. A DC 15 arcana check tells you that the ring is magical. It glows red as you approach. Worshippers of Orcus can cross the ring without any harm, as can bloodied characters. Worshippers of the Raven Queen are utterly barred

11 Potion of Lifeshield - Level 6 This lemony potion shields you from necrotic energy. Potion - 100 GP Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, once during this encounter, you can use an immediate interrupt action to gain resist 15 necrotic against a single attack.

Potion of Spirit - Level 6 This lavender-scented potion helps keep the spirit alive within you. Potion - 200 GP Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, you gain a +2 power bonus to death saving throws until the end of the encounter. 22. Orcus Rod

A ornate rug runs towards the corner of the room, and at its end is a plinth, upon which sits a bone wand, with 4 horns on its top.

Treasure: Wand of Orcus +2 - Level 7 This carved bone wand adapts its size and shape to fit the hand of any wizard seeking to devastate her opponent. Implement (Wand) - 4800 GP Enhancement: +2 attack rolls and damage rolls Critical: +2d6 damage Property: Gain a +2 item bonus to any monster knowledge skill check. Power (Daily): Minor Action. Immediately swap a power you’ve prepared for another power in your spellbook of equal or lower level. Each power must also be of equal or lower level than the level of the staff.

12 23. Junction 25. Delvers Alcove

Dark stains cover the floor around this junction, in a pattern reminiscent of This set of alcoves, half way up the corridor, serve as the bolt hole for the blood splatters. There is an almost overwhelming smells from the corridor off dungeons defensive force. Upon seeing you, a woman, dressed in the typical to the side. delving clothes of a seasoned explorer commands her colleagues to push forward and attack you, while she turns to flee. 24. Ghoulish Crypt Encounter Survival XP 200 This room, offset from the main corridor, appears to be the crypt of some kind of blood thirsty monster. Stairs descend into a constantly moving pool Delver - Level 6 Soldier of blood, stirred from within by what appear to be leftover life forces of the XP 300, Killing Blow XP 50 inhabitants victims, their faces forming briefly in the rolling surface of the Initiative +8 Efficient Orders (minor; encounter; liquid, anguished features locked in a silent scream. Beyond the pool is a HP 40; Bloodied 20 recharge 5,6) coffin, and upon it sits a disgusting creature, gnawing away at an arm while AC 18, Fortitude 16, Reflex 15, Will 16 The Delver grants any adjacent quietly watching you. Immune disease, poison; monsters an immediate interrupt Speed 7 attack. Encounter Survival XP 50 Illuminator (standard; encounter) Creatures within 5 squares of the Stench Ghoul - Level 6 Elite Soldier Delver do not benefit from XP 500, Killing Blow XP 100 concealment or invisibility until the Description: These ghouls use their nauseating stench to debilitate attackers end of the encounter. while rendering them less dangerous with their paralyzing bites. Delver Tactics Initiative +9 Nauseating Stench (standard; A delver has combat advantage HP 142; Bloodied 71 encounter; recharge 5,6; close burst against any target that has another AC 23, Fortitude 19, Reflex 21, Will 17 2); any living creature within the aura monster adjacent to it. Immune disease, poison; Resist 10 takes a –2 penalty to attack rolls, skill Everburning Torch (standard; at-will) necrotic; Vulnerable 5 radiant checks, and ability checks. ? Fire Saving Throws +2 Claw (standard; at-will) +9 vs. AC; 1d8 + 2 fire damage Speed 8, climb 4 +13 vs. AC; 2d6 + 4 damage, and the

Action Points 1 target is immobilized (save ends). Ghoulish Bite (minor 1/round; at-will)

Targets an immobilized creature; +13 vs. AC; 1d10 + 4 damage, and the target is dazed (save ends).

13 Human Soldier - Level 2 Skirmisher Trap: Falling Blocks 2x - XP 150 each, Killing Blow XP 40 Stepping into any of the four squares between the alcoves, causes the trap Initiative +6 Sword (standard; at-will) ? Weapon to attack. When it attacks, two large blocks fall quickly from the ceiling HP 35; Bloodied 18 +5 vs. AC; 1d8 + 1 damage, and the above, crushing anyone underneath AC 16, Fortitude 12, Reflex 14, Will 12 human soldier shifts 1 square. Perception: Initiative: +6 Speed 6 Dazing Strike (standard; encounter; DC 20 - Character notices raised floor Attack: +12 vs Reflex recharge 5,6) ? Weapon tiles Damage: 1d12+4 Requires sword; +7 vs. AC; 1d8 + 1 DC 22 - Character notices blood on the Miss: Half damage damage, the target is dazed until the ceiling Effect: Passageway is blocked end of the soldier’s next turn, and DC 25 - Character sees a winch beyond the human soldier shifts 3 squares. the alcove Combat Advantage The human soldier deals an extra 1d6 Countermeasures: XP: 80 survival, 240 disable damage on melee attacks against any -Athletics check, DC 15 can jump out of target it has combat advantage the way against. -Disable pressure plate DC 20 thievery, failure activates the trap Human Pikeman - Level 3 Soldier -Strength check DC 18, can lift a block XP 150, Killing Blow XP 40 enough for someone to crawl through Initiative +5 Halberd (standard; at-will) ? Weapon to the winch HP 50; Bloodied 23 Reach 2; +10 vs. AC; 1d10 + 3 -Strength check DC 14, can winch the AC 18, Fortitude 16, Reflex 15, Will 14 damage, and the target is marked blocks up Speed 5 until the end of the human -Strength check DC 22, can grab the pikeman’s next turn. winch as they fall, and hold them up Powerful Strike (standard; encounter; recharge 5,6) ? Weapon Requires halberd; reach 2; +12 vs. 27. Armoury AC; 1d10 + 7 damage, and the target is knocked prone. Hidden behind a secret door as the corridor turns the corner, the new corridor is well worn with the telltale signs of leather militia boots. The 26. Block and Tackle corridor obviously leads to a barracks, and on its way it passes this room, marked with the common wymbol of a sword and shield, signifying an Part way along the corridor, the walls widen, forming 2 semi-circular armoury. alcoves.

14 The armoury contains lots of non-magical weapons, in almost all forms. A 29. Necromancers Portal character performing an intensive check of the racks will, with a DC 25 perception check, find a potion of life hidden behind a shield. This small room, at the end of the corridor off to one side of the barracks, contains a arcane portal rune, linking it to another part of the dungeon. 28. Barracks The rune links to the other portal rune in area 11. The corridor opens out into a large chamber, obviously used for sleeping, eating and training, and containing a rabble of human militia, and 2 guard 30. Bloody Stairs dogs. Ornamental banisters, in the form of entwined branches run down the sides Encounter Survival XP 100 of the stairs that descend into the dungeon. Rolen runs his finger gently

along them and whispers an elvish prayer, then gasps in shock as he sees the Human Rabble - Level 1 Minion blood in the pools at the side of the room, pools that would normally contain 8x - XP 20 each elvish forever water to wash your hands and feet in. Initiative +1 Sword (standard; at-will) ? Weapon HP 1; a missed attack never damages a +5 vs. AC; 4 damage minion. AC 14, Fortitude 12, Reflex 12, Will 12 Speed 6

Guard Dogs - Level 1 Skirmisher 2x - XP 100 each, Killing Blow XP 20 Initiative +4 Bite (standard; at-will) HP 28, Bloodied 14 +5 vs. AC; 1d6 + 1 damage AC 16, Fortitude 14, Reflex 14, Will 14 Speed 7

15 Without the secrets being found: With the secrets found, and the barracks:

16 Potion of Restoration House Rules Consuming this potion uses a healing surge but heals the character up to full hp, also gives a +5 saving throw bonus to the next saving throw XP Rules Potion of Life Monsters now have an XP value, and a killing blow XP value If given to a live character, acts as a potion of restoration Encounters now have a survival XP value If given to dead char within 1 hour of death - it heals them to bloodied hp If given to dead char within 24 hours of death - it heals to 1 hp E.g. Encounter is 3 human soldiers. Encounter survival value is 100, human solider value is 100, killing blow value is 25.

If you hit a monster, you are entitled to the full amount of its XP value, so 3 people hit soldier A, each get 100, and the 3rd hit kills the soldier, so that person also gets 25 xp bonus

If you don't get taken below 0 hp, i.e. if you don't have to make a death save, you are also entitled to the encounter survival bonus.

Potions

These potions replace what is shown in the PHB

Potions of Healing These are easy to identify, and heal a number of hp equal to the characters healing surge value, but without spending a surge, i.e. gives a free healing surge. Can be used once in an encounter

Potion of Vitality These give 10 temporary hp. The temporary hp last for the encounter, and only one potion of vitality can be used in an encounter

Potion of Recovery The potion uses a healing surge when consumed buts heals twice the amount, and also gives a +3 bonus to the next saving throw 17 DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, With Thanks to: D&D, PLAYER’S HANDBOOK, ’S GUIDE, and are trademarks of , Inc. in the USA and other Quickleaf For this great template countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D Enworld For hosting this characters and their distinctive likenesses, are property of Wizards of the Coast, Inc., and are used with permission under the Dungeons & Dragons Skeleton Key Games 4th Edition . All 4E References are listed in the 4E Tile sets used: System Reference Document, available at www.wizards.com/d20. Cartophile 8 DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by Rob Hazards – Scarlet Mold Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTER’S GUIDE, Master Tiles 0, 1, 2 written by James Wyatt; and MONSTER MANUAL, written by , Dungeon Details 1 Stephen Schubert and James Wyatt. © 2008 Wizards of the Coast, Inc. All Crypt of Blood rights reserved Introductory Set DUNGEONS & DRAGONS Compatibility Logo ™ & © Wizards of the Coast in the USA and other countries. Used with permission.

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